It's pretty fun! I enjoyed it, but I feel like the game suffers from itself. The one button click idea is a great idea, but I don't like that jumping is the first press. It feels like it often results in my characters quick death. I feel like changing jumping to only being a double press, and flipping to being a triple press would give a lot more control to the player.

I still had fun and am probably gonna try it out with my roomates! I'll post a video of that as well when we make it.

I'm glad to hear that. We had some issues with stuttering when recording footage too sometimes. It did look like the game froze and then you got killed because of it, but maybe it's the other way around. Maybe there is some expensive code running when the player dies that bogs down recording software.

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This was a very fun side scroller, we thought it would be easy, with only one button... Boy were we wrong xD Good job on the game guys!! We thoroughly enjoyed playing it, probably will play it in our spare time :)

Great play session! It was hilarious to watch XD Pro tip: Your character wobbles left and right - when you press jump, that's the direction he'll jump towards. Also it's more about releasing the button at the right time than pressing it. You did real good for a first try though! Thanks for sharing!

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Amazing game! Have followed it's development closely before it went "online", and have to say: it's been a great journey!Here's a VOD on Twitch from a few days back! No commentary, just raw gameplay!https://www.twitch.tv/videos/345507099

Tried some of those retro controllers that were laying around the office, but the cables were messed up, so they only would work in certain orientations. That's why the unplugging happens at the first 2 minutes. Eventually we picked up a single Xbox controller and used the spacebar for the second player

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So I gave it a try, and I really love the concept! But damn is it easy to die. While I understand that this is a demo, and you mentioned in another comment that the final version will have a much easier difficulty curve, I still didn't feel like a lot of the deaths were my fault and I think that has a lot to do with the control. I love the idea of a one button game, but it almost seems like an artificial restriction that's hurting the overall feel, trying to attack but being forced to jump and run to do so makes some of the arenas feel extremely small and having three enemies in back-swing tailing you means if you stop for a moment to attack you get obliterated. Compounding that is the fact that you only have a limited number of playable characters, and I don't even want to know what happens when you run out. I think this concept could go a long way, but as the demo stands, I felt as if I were being punished for deaths that were unavoidable.

Thanks for posting your play-through! I actually meant to ask you to take a look at this game, since you also reviewed our GGJ game "Static Breach" earlier - but you got ahead of me!

Watching you play the pirate level did make me cringe a couple of times. We wanted to show one of the later levels in the game and while our testers had no problem beating the level, it can obviously be quite daunting for a new player who's still trying to get a hang of the controls. By the time you would normally reach this level you'd have some stronger characters available too. So maybe I'll nerf the pirates a bit for the demo.

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